// 3D world rendering shader // Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com // Vertex input data struct VertexData { float3 pos : POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; float3 normal : NORMAL; //mxd }; // Pixel input data struct PixelData { float4 pos : POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; }; //mxd // Pixel input data for light pass struct LitPixelData { float4 pos : POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; float3 pos_w : TEXCOORD1; //mxd. pixel position in world space float3 normal : TEXCOORD2; //mxd. normal }; // Highlight color float4 highlightcolor; // Matrix for final transformation float4x4 worldviewproj; //mxd float4x4 world; float4 vertexColor; //light float4 lightPosAndRadius; float4 lightColor; //also used as fog color //fog float4 cameraPos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color) // Texture input texture texture1; // Filter settings dword minfiltersettings; dword magfiltersettings; dword mipfiltersettings; float maxanisotropysetting; // Texture sampler settings sampler2D texturesamp = sampler_state { Texture = ; MagFilter = magfiltersettings; MinFilter = minfiltersettings; MipFilter = mipfiltersettings; MipMapLodBias = 0.0f; MaxAnisotropy = maxanisotropysetting; }; // Vertex shader PixelData vs_main(VertexData vd) { PixelData pd; // Fill pixel data input pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj); pd.color = vd.color; pd.uv = vd.uv; // Return result return pd; } //mxd. same as vs_main, but uses vertexColor var instead of actual vertex color. used in models rendering PixelData vs_customvertexcolor(VertexData vd) { PixelData pd; // Fill pixel data input pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj); pd.color = vertexColor; pd.color.a = 1.0f; pd.uv = vd.uv; // Return result return pd; } LitPixelData vs_customvertexcolor_fog(VertexData vd) { LitPixelData pd; // Fill pixel data input pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj); pd.pos_w = mul(float4(vd.pos, 1.0f), world); pd.color = vertexColor; pd.color.a = 1.0f; pd.uv = vd.uv; pd.normal = vd.normal; // Return result return pd; } //mxd. light pass vertex shader LitPixelData vs_lightpass(VertexData vd) { LitPixelData pd; pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj); //pd.pos_w = mul(vd.pos, (float3x3)world); pd.pos_w = mul(float4(vd.pos, 1.0f), world); pd.color = vd.color; pd.uv = vd.uv; pd.normal = vd.normal; // Return result return pd; } // Normal pixel shader float4 ps_main(PixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); return tcolor * pd.color; } // Full-bright pixel shader float4 ps_fullbright(PixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); tcolor.a *= pd.color.a; return tcolor; } // Normal pixel shader with highlight float4 ps_main_highlight(PixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); // Blend texture color and vertex color float4 ncolor = tcolor * pd.color; float4 hcolor = float4(highlightcolor.rgb, ncolor.a); //return lerp(ncolor, hcolor, highlightcolor.a); return float4(hcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), ncolor.a + 0.25f); } // Full-bright pixel shader with highlight float4 ps_fullbright_highlight(PixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); float4 hcolor = float4(highlightcolor.rgb, tcolor.a); //return lerp(ncolor, hcolor, highlightcolor.a); return float4(hcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4f * highlightcolor.a), tcolor.a + 0.25f); } //mxd. This adds fog color to current pixel color float4 getFogColor(LitPixelData pd, float4 color) { float fogdist = max(16.0f, distance(pd.pos_w, cameraPos.xyz)); float fogfactor = min(1.0f, fogdist / cameraPos.w); //float fogfactor = exp2(cameraPos.w * fogdist); if(fogfactor == 1.0f) //texture color completly replaced by fog color return float4(lightColor.rgb, color.a); return float4(lightColor.rgb * fogfactor + color.rgb * (1.0f - fogfactor), color.a); } //mxd. Shaders with fog calculation // Normal pixel shader float4 ps_main_fog(LitPixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); return getFogColor(pd, tcolor * pd.color); } // Normal pixel shader with highlight float4 ps_main_highlight_fog(LitPixelData pd) : COLOR { float4 tcolor = tex2D(texturesamp, pd.uv); // Blend texture color and vertex color float4 ncolor = getFogColor(pd, tcolor * pd.color); float4 hcolor = float4(highlightcolor.rgb, ncolor.a); return float4(hcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), ncolor.a + 0.25f); } //mxd: used to draw bounding boxes float4 ps_constant_color(PixelData pd) : COLOR { return vertexColor; } //mxd: used to draw event lines float4 ps_vertex_color(PixelData pd) : COLOR { return pd.color; } //mxd. dynamic light pixel shader pass, dood! float4 ps_lightpass(LitPixelData pd) : COLOR { //is face facing away from light source? if(dot(pd.normal, (lightPosAndRadius.xyz - pd.pos_w)) < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel clip(-1); //is pixel in light range? float dist = distance(pd.pos_w, lightPosAndRadius.xyz); if(dist > lightPosAndRadius.w) clip(-1); //is pixel tranparent? float4 tcolor = tex2D(texturesamp, pd.uv); if(tcolor.a == 0.0f) clip(-1); //if it is - calculate color at current pixel float4 lightColorMod = float4(0.0f, 0.0f, 0.0f, 0.0f); lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0f) / lightPosAndRadius.w; if(lightColorMod.r > 0.0f || lightColorMod.g > 0.0f || lightColorMod.b > 0.0f) { lightColorMod.rgb *= lightColor.a; if(lightColor.a > 0.4f) //Normal, vavoom or negative light return tcolor * lightColorMod; return lightColorMod; //Additive light } clip(-1); return lightColorMod; //should never get here } // Technique for shader model 2.0 technique SM20 { // Normal pass p0 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } // Full brightness mode pass p1 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_fullbright(); } // Normal with highlight pass p2 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main_highlight(); } // Full brightness mode with highlight pass p3 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_fullbright_highlight(); } //mxd. same as p0-p3, but using vertexColor variable // Normal pass p4 { VertexShader = compile vs_2_0 vs_customvertexcolor(); PixelShader = compile ps_2_0 ps_main(); } pass p5 {} //mxd. need this only to maintain offset // Normal with highlight pass p6 { VertexShader = compile vs_2_0 vs_customvertexcolor(); PixelShader = compile ps_2_0 ps_main_highlight(); } pass p7 {} //mxd. need this only to maintain offset //mxd. same as p0-p3, but with fog calculation // Normal pass p8 { VertexShader = compile vs_2_0 vs_lightpass(); PixelShader = compile ps_2_0 ps_main_fog(); } pass p9 {} //mxd. need this only to maintain offset // Normal with highlight pass p10 { VertexShader = compile vs_2_0 vs_lightpass(); PixelShader = compile ps_2_0 ps_main_highlight_fog(); } pass p11 {} //mxd. need this only to maintain offset //mxd. same as p4-p7, but with fog calculation // Normal pass p12 { VertexShader = compile vs_2_0 vs_customvertexcolor_fog(); PixelShader = compile ps_2_0 ps_main_fog(); } pass p13 {} //mxd. need this only to maintain offset // Normal with highlight pass p14 { VertexShader = compile vs_2_0 vs_customvertexcolor_fog(); PixelShader = compile ps_2_0 ps_main_highlight_fog(); } //mxd. Used to render event lines pass p15 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_vertex_color(); } //mxd. Just fills everything with vertexColor. Used in ThingCage rendering. pass p16 { VertexShader = compile vs_2_0 vs_customvertexcolor(); PixelShader = compile ps_2_0 ps_constant_color(); } //mxd. Light pass pass p17 { VertexShader = compile vs_2_0 vs_lightpass(); PixelShader = compile ps_2_0 ps_lightpass(); AlphaBlendEnable = true; } }